Files
OpenSpace/modules/space/shaders/star_vs.glsl
T
Alexander Bock 77b15724b5 More shader cleanup
Remove dedicated logs folder
Change openspaceengine to create logs folder automatically
2017-07-19 15:44:30 -04:00

55 lines
2.6 KiB
GLSL

/*****************************************************************************************
* *
* OpenSpace *
* *
* Copyright (c) 2014 - 2017 *
* *
* Permission is hereby granted, free of charge, to any person obtaining a copy of this *
* software and associated documentation files (the "Software"), to deal in the Software *
* without restriction, including without limitation the rights to use, copy, modify, *
* merge, publish, distribute, sublicense, and/or sell copies of the Software, and to *
* permit persons to whom the Software is furnished to do so, subject to the following *
* conditions: *
* *
* The above copyright notice and this permission notice shall be included in all copies *
* or substantial portions of the Software. *
* *
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, *
* INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A *
* PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT *
* HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF *
* CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE *
* OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. *
****************************************************************************************/
#version __CONTEXT__
#include "PowerScaling/powerScaling_vs.hglsl"
in vec4 in_position;
in vec3 in_brightness;
in vec3 in_velocity;
in float in_speed;
out vec4 psc_position;
out vec3 vs_brightness;
out vec3 vs_velocity;
out float vs_speed;
out vec4 cam_position;
uniform mat4 model;
uniform mat4 view;
uniform mat4 projection;
void main() {
vec4 p = in_position;
psc_position = p;
vs_brightness = in_brightness;
vs_velocity = in_velocity;
vs_speed = in_speed;
cam_position = campos;
vec4 tmp = p;
gl_Position = view * pscTransform(tmp, mat4(1.0));
}